No type of tank should be “balanced” through hero shooter mechanics but through the BR system and map designs that take these tanks into account!
You can literally decide the match completely alone if you and maybe one or two other players scout through the drones.
And that’s not because of any skill; no skills is needed for scout drones. It is because scouting undermines the principles of Ground RB so much that the game becomes unplayable for the enemy.
I believe scout drones and how the scout mechanic is implemented in general is highly detrimental to flanking playstyle and vehicles that rely on that to make an impact. Staying invisible isn’t possible if enemy team has just a couple of decent scout drone users.
Scouting wouldnt be as toxic if the marker stayed fixed and lasted a short amount of time, like 10 seconds or so, so if the spotted target moves, ennemies would still have to relocate him but they’ve been warned of it’s activity in that sector.
The system as of now is stupid and if you don’t use it, you put your team at a very big disadvantage. When there’s a couple good scouters in teams, it has a huge effect on the match flow.
Nobody cares about ammo replenishment. But yes, in principal that is just another stupid hero shooter mechanic that shouldn’t be in the game.
The Game should be balanced by the BR System and by taking all the types of tanks into account when it comes to map design. Gaijin stopped doing the second part.
The maps should offer tactical opportunities for LTs and TDs, then they wouldn’t suffer anymore.
In some messages you can also read that I said that I would not like it if every tank had this feature. BUT it would be fair. It would undermine RB totally but at least it would be fair because then everybody gets to use these hero shooter mechanics.
I said it, talking about the unfair character of scouting.
Okay this again. Ofc you are constantly uptiered because Gaijin hates you, we get it.
Removing hero shooter mechanics doesn’t mean removing all differentiation.
Also, I did say that map design should take all types of tanks into account. That would encourage playing different types of tanks.
I was pointing out the fact that different vehicles have different capabilities in response to the other poster’s complaint about “why only light tanks get scouting”.
Have no idea where you are going with these posts.
I mentioned that my response was an answer to another poster’s question.
The two capabilities can not be compared to each other 1 for 1.
Beyond that, I don’t understand why you are posting to me.
I didn’t like the scouting feature when it was added, but it has grown on me. It has the intended effect of making light vehicles more useful at some BR.s and some vehicles are intended to be “scout vehicles” . The idea that it’s not “realistic” is fine but so are so many aspects of RB that its not enough of a point to matter. I think an improvement would be making scouted targets only visible your team’s ground units not planes. Cheers!
It’s not necessarily just the fact it’s implemented in an unrealistic way. That alone would be okay if it improved Ground RB.
The big issue I have with it is that it basically rewards you not for playing smart or being good in general. It rewards you for the fact that you are playing a light tank, with drones especially so. You can effectively “nerf” an enemy just by seeing him. He gets a disadvantage for doing nothing wrong, just because you pointed at him through cover and pressed a button.
You cannot avoid being seen by an enemy every time and trying to minimize the risk basically means playing like in Arcade Battles.
I don’t want a Ground RB where light tanks can nerf enemy players like that, I want the Ground RB back where the maps allow light tanks to capitalize on strategic advantages they can gain through their mobility, so they can actively try to destroy enemies.
All valid points and why I have many high tier vehicles that I don’t play. I’ve found the game is most fun in the 4.7 to 6.7 br range in part for the reasons you mention.
Perhaps having an indication of when you have been painted would be an intermediate solution without completely removing the scouting feature from the realistic mode.
This is what a lot of 9.0 GRB matches look like.
The markings become the main way of identifying opponents, I will never understand how players who actively choose to not play Arcade can be fine with this.
1- Since i dont believe that gaijin would remove this feature (i wish they did), it could be scout system being a fixed mark. The same its right now, but the fixed area. So, you can move and not get your location updates. The updated real time location is the worst part of it.
2- The part of your commentary that i marked, gave me another idea. What about limit the amount of scout to like, 5 for example. I think its a good idea and more likely to gaijin since they seems to be very resistant to drastic gameplay changes.
I made a short clip that shows how impactful scouting is. I want to explain in that practical example what is wrong about scouting.
This clip truly shows how overpowered scouting is. The enemy team eliminated everyone from my team in the center of the map thanks to scouting. While we had to fight in the fog of war, the enemies had a pretty good idea of where we were and where we were moving the entire time. Their light tanks could easily affect us at any moment by scouting us, even when we were in cover. In contrast, we could only affect them by actually hitting them.
Some might say this is just great teamwork from the enemies, which is true. But the problem is that we, as non-light tanks, never had a chance to do anything like that. The enemy team basically had a literal hero-shooter mechanic in their hands, which is why they won — not because of tactics, skill, communication, or anything else, but because their light tanks have unjustified hero-shooter mechanics.
So you could say that this encounter was effectively decided from the beginning thanks to scouting.
Sadly, these kinds of encounters, where several light tanks clash with non-light tanks, usually end in victory for the light tanks. Thanks to scouting, the fights quickly turn into something closer to Arcade for the side with the light tanks.